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Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation

机译:为解释性展览设计互动技术:通过用户驱动的创新使青少年参与

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The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. Adopting a user-driven innovation framework along with cooperative inquiry, we report and discuss a case study that has been designed to involve users in the ideation of interpretive experiences for a local museum. Working in collaboration with the Natural History Museum of Funchal, this contribution will present and discuss co-design sessions that were aimed at participants with ages 15 to 17 and where they were asked to ideate an interactive museum experience. As a result of the co-design sessions, we have found several design patterns. We have grouped these patterns into four categories that express the interests of a teenage audience; these categories are: "interactions", "gaming", "localization" and "social media". Our findings suggest that teenagers value interactive technologies when visiting museums and that user-driven innovation plays an important role when involving this specific audience in the design of user experiences for museums.
机译:青少年在博物馆互动技术设计中的积极参与尚待进一步发展。通过采用用户驱动的创新框架以及合作查询,我们报告并讨论了一个案例研究,该案例旨在让用户参与当地博物馆的解说体验。与丰沙尔自然历史博物馆合作,此文稿将介绍和讨论针对15至17岁年龄段参与者的共同设计课程,并邀请他们提出互动式博物馆体验。通过共同设计会议,我们发现了几种设计模式。我们将这些模式分为四类,它们表达了青少年的兴趣。这些类别是:“互动”,“游戏”,“本地化”和“社交媒体”。我们的发现表明,青少年在参观博物馆时会重视互动技术,而用户驱动型创新在使特定受众参与博物馆用户体验设计时将发挥重要作用。

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